#include "fluid_common.h" ////////////////////////////////////////////////////////////////////////////////////////// // Pixel float4 main( p_fluidsim input ) : SV_Target { float pCenter = Texture_pressure.SampleLevel( samPointClamp, input.texcoords, 0 ); // Texture_tempvector contains the "divergence" computed by PS_DIVERGENCE float bC = Texture_tempvector.SampleLevel( samPointClamp, input.texcoords, 0 ); float pL = Texture_pressure.SampleLevel( samPointClamp, LEFTCELL, 0 ); float pR = Texture_pressure.SampleLevel( samPointClamp, RIGHTCELL, 0 ); float pB = Texture_pressure.SampleLevel( samPointClamp, BOTTOMCELL, 0 ); float pT = Texture_pressure.SampleLevel( samPointClamp, TOPCELL, 0 ); float pD = Texture_pressure.SampleLevel( samPointClamp, DOWNCELL, 0 ); float pU = Texture_pressure.SampleLevel( samPointClamp, UPCELL, 0 ); if( IsBoundaryCell(LEFTCELL) ) pL = pCenter; if( IsBoundaryCell(RIGHTCELL) ) pR = pCenter; if( IsBoundaryCell(BOTTOMCELL) )pB = pCenter; if( IsBoundaryCell(TOPCELL) ) pT = pCenter; if( IsBoundaryCell(DOWNCELL) ) pD = pCenter; if( IsBoundaryCell(UPCELL) ) pU = pCenter; return( pL + pR + pB + pT + pU + pD - bC ) /6.0; }